Cyber Hero

Description
A wandering Hero Borg, who travels the globe in search of new opponents to test his strength. No-one has seen the face that lies under his helmet. His HERO BEAM and combo attacks are world-renowned!

Strategy
Cyber Hero takes some finesse to use effectively outside of hiding behind walls and using Hero Beam. It should also be noted that Cyber Hero can sometimes be occupied with a combo for 10+ seconds if mixing his moves well, meaning he can be blindsided fairly easily in fights with multiple opponents if not careful.

 Movement - Aerial B 

Cyber Hero's melee attacks and projectiles are separated to the B and X buttons respectively, which allows Cyber Hero to use his normal melee attacks even when not within melee range of an opposing borg. This is important because Cyber Hero's aerial B Attack is a flying side kick with a long travel distance and quick recovery, meaning that it can be used in place of air dashes for quicker traversal while outside of melee range of the borg he is targeting by using it while holding the desired direction.

 Attacking - Hero Attack's Many Attacks 

With Cyber Hero, getting up-close and personal can be hard due to not having very much reach on his attacks that don't push borgs away. Additionally, his up-close game (ironically enough) isn't very strong, especially sense proration (how much damage decreases every successive attack) is so weighty and most of his melee attacks are either multi-hit combos or send borgs flying.


 * Aerial B - Flying sidekick.
 * Landing B-B - Overhead punch followed by an uppercut that launches a borg into the air.
 * Grounded Neutral B-B-B - A quick 3-hit punch combo ending in an uppercut that launches a borg into the air.
 * Dashing B - A single jab that sends a borg flying.

Fortunately, Cyber Hero can quickly fire off a Hero Shot after successfully hitting an enemy borg with a melee attack, and can fire multiple in quick succession if in the air after the hit or between air-dashes. This does not provide much in the way of damage, but is good for keeping the opposing borg stunned without allowing them to fall to the ground, invulnerable.

 Combo-ing - Mix-mastering Hero Attacks and Shots 

When using his grounded neutral or landing B combos, Hero Shot can be used immediately after any of the hits for extra stun. This does leave Cyber Hero with the longer recovery animation that comes with using Hero Shot, but the opposing borg's staggering animation should last a little longer and allow him to get right back up in their face for more combo-ing. The best starter seems to be aerial B, landing B, Hero Shot, into however many repetitions of alternating between grounded neutral B and Hero Shot can be done before the opposing borg is knocked down. It's probably best to end the combo with the grounded neutral combo's final uppercut if possible, allowing for a second or two to reposition, reload, and set up to unleash another combo once the opposing borg's knockdown invincibility ends.

A Couple Good Combos


 * Aerial B, Landing B, X, Grounded Neutral B-B, X, Grounded Neutral B-B-B


 * X, Landing B-B, Jump, B-B-B, X-X-X

 Combo-ing with Charges - Charging by the Second 

The "issue" some might see with Cyber Hero mixing his melee and ranged is that he cannot charge Hero Spin or Hero Beam. As listed below, the timing of Cyber Hero's charge moves do not overlap very favorably.


 * B Hero Spin Charge - 3 seconds
 * X Hero Beam Charge - 6 seconds
 * B Full grounded neutral Hero Attack combo - 3 seconds
 * X Unloading all Hero Shots - 5 seconds grounded / 3 seconds airborne

Going off time data alone, it definitely looks like you could fully charge Hero Spin while unloading Hero Shots, which has some potential for zoning and then striking with a pretty heavy continuous hit, but will probably not do as much as an optimal combo. And then "simply" preforming 2 grounded neutral Hero Attack combos will allow Hero Beam to fully charge at the same time, but there is a lot of potential for the opposing borg to get out of there or even counterattack between combo strings.

This is where I would continue into the depths of how to incorporate charge moves into a combo, but honestly timing probably won't line up in the heat of battle, and if you're skilled enough to double combo into Hero Beam, manage to bounce the opposing borg off the wall into your Hero Spin into a mixed combo, you're more skilled than I and should probably write your dissertation on the Gotcha Arts (or ya know... just the rest of this section). If that sorta combo is possible, I've not kept a borg from getting knocked down for long enough to get it to work, nor have I been able to be consistently within range for every hit that would be required for it.

 The Other Strat - Shinwall Hadouken 

Step 1 - Hide behind wall.

Step 2 - Charge Hero Beam.

Step 3 - Profit.

Trivia

 * Cyber Hero's moves and description bear a likeness to Ryu from Street Fighter, another Capcom franchise.
 * Hero Spin = Tatsumaki
 * Hero Shot = Hadouken
 * Hero Beam = Shinku Hadouken
 * Though he appears at the head of every "Showdown with the Hero Borg Unit", he is not the captain of the Hero Unit.
 * Cyber Hero's design is inspired by Tokusatsu shows, looking most similar to a [???] (Something between Kamen Rider and Ultraman).
 * Ryu has become a Power Ranger in the fighting game Power Rangers: Battle for the Grid, unfortunately not closely resembling Cyber Hero.